
#version 430 core
uniform sampler2D Texture1;
uniform sampler2D Texture2;

in vec2 vs_texcoord;
in vec3 vs_normal;
in float vs_whichTexcoord;

void main()
{
    vec4 color = vec4(0.0f);
    if(vs_whichTexcoord>0)
    {
        color = texture(Texture2, vs_texcoord);
    }
    else
    {
        color = texture(Texture1, vs_texcoord);
    }
    gl_FragColor = color;
    
}